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+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem;
+
+import java.util.*;
+
+import gleem.linalg.*;
+import net.java.games.jogl.*;
+
+/** A line segment from (-1, 0, 0) to (1, 0, 0). */
+
+public class ManipPartLineSeg extends ManipPart {
+ private Vec3f color;
+ private Vec3f highlightColor;
+ private boolean highlighted;
+ private boolean visible;
+ private static Vec3f[] vertices = new Vec3f[] {
+ new Vec3f(-1, 0, 0),
+ new Vec3f(1, 0, 0)
+ };
+ /** Current transformation matrix */
+ private Mat4f xform;
+ /** Transformed vertices */
+ private Vec3f[] curVertices;
+
+ public ManipPartLineSeg() {
+ color = new Vec3f(0.8f, 0.8f, 0.8f);
+ highlightColor = new Vec3f(0.8f, 0.8f, 0.2f);
+ highlighted = false;
+ visible = true;
+ xform = new Mat4f();
+ xform.makeIdent();
+ curVertices = null;
+ }
+
+ /** Default color is (0.8, 0.8, 0.8) */
+ public void setColor(Vec3f color) {
+ this.color.set(color);
+ }
+
+ public Vec3f getColor() {
+ return new Vec3f(color);
+ }
+
+ /** Default highlight color is (0.8, 0.8, 0) */
+ public void setHighlightColor(Vec3f highlightColor) {
+ this.highlightColor.set(highlightColor);
+ }
+
+ public Vec3f getHighlightColor() {
+ return new Vec3f(highlightColor);
+ }
+
+ public void intersectRay(Vec3f rayStart,
+ Vec3f rayDirection,
+ List results,
+ Manip caller) {
+ }
+
+ public void setTransform(Mat4f xform) {
+ this.xform.set(xform);
+ recalcVertices();
+ }
+
+ public void highlight() {
+ highlighted = true;
+ }
+
+ public void clearHighlight() {
+ highlighted = false;
+ }
+
+ public void setPickable(boolean pickable) {
+ }
+
+ public boolean getPickable() {
+ return false;
+ }
+
+ /** Default is visible */
+ public void setVisible(boolean visible) {
+ this.visible = visible;
+ }
+
+ public boolean getVisible() {
+ return visible;
+ }
+
+ public void render(GL gl) {
+ if (!visible)
+ return;
+ // FIXME: probably too slow
+ boolean reenable = gl.glIsEnabled(GL.GL_LIGHTING);
+ gl.glDisable(GL.GL_LIGHTING);
+ gl.glBegin(GL.GL_LINES);
+ if (highlighted)
+ gl.glColor3f(highlightColor.x(), highlightColor.y(), highlightColor.z());
+ else
+ gl.glColor3f(color.x(), color.y(), color.z());
+ for (int i = 0; i < curVertices.length; i++) {
+ Vec3f v = curVertices[i];
+ gl.glVertex3f(v.x(), v.y(), v.z());
+ }
+ gl.glEnd();
+ if (reenable)
+ gl.glEnable(GL.GL_LIGHTING);
+ }
+
+ //----------------------------------------------------------------------
+ // Internals only below this point
+ //
+
+ private void recalcVertices() {
+ if ((curVertices == null) ||
+ (curVertices.length != vertices.length)) {
+ curVertices = new Vec3f[vertices.length];
+ for (int i = 0; i < vertices.length; i++) {
+ curVertices[i] = new Vec3f();
+ }
+ }
+
+ for (int i = 0; i < curVertices.length; i++) {
+ xform.xformPt(vertices[i], curVertices[i]);
+ }
+ }
+}